uniform vec2 texelSize; out vec2 vUv; out vec2 vAspectRatio; void main() { vUv = position.xy * 0.5 + 0.5; vAspectRatio = vec2(texelSize.x / texelSize.y, 1.0); gl_Position = vec4(position.xy, 1.0, 1.0); }